Posted April 23, 2024 by Alexander Taylor
#patch
Hello, I finished putting a build together this morning.
Additions:
Bug Fixes:
Thanks for your feedback and bug reports!
(1) Hopefully this is not the final solution! I also need to tell people you only need to click stones and don’t need a death grip on your mouse the whole time.
(2) No enemies in the demo can actually cast Silence. It’s a spell debuff that just disables it for one round. Honestly, it’s not the most fun thing because it doesn’t have much counterplay, so right now it only exists on some bats. Because birds and bats being annoying is actually correct and good game design.
(3) A shout out to @3p0ch in the comments who pointed me towards a way to make WebGL saves better. As I understand it, when you make a save in the browser it’s placed in a database that’s pretending to be a folder in the backrooms somewhere. This folder is generated with the asset url which Unity assumes to be consistent but, as this actually changes with every upload to sites like itch and newgrounds, this gets unrecoverably lost.
The good news is, after some mucking around, this now uses a static identifier and should stay consistent in future updates. The bad news is that the static string is only being introduced now, so existing saves will still get nuked. FWIW there is an unlock button in options. And, you know, ultimately it is still floating around in temporary storage. Sorry, but it's probably better than no updates!